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Classless Skill Tree 2

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Shamrock Noir
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0% found this document useful (0 votes)
262 views26 pages

Classless Skill Tree 2

Uploaded by

Shamrock Noir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PLAYTEST CONTENT

Hello! This is Playtest Content! As such, it might change in time, this is not a final release.

DISCLAIMER: This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of its author.
This product is a work of fiction.

The Ugly Goblin’s Classless Skill Tree™


2.0: Combat

And How to Use It!

About this Skill Tree System


Welcome to the world of the Classless Skill Tree!
Levelling in your characters through this skill tree system is going to be very different to your
usual D&D experience. I believe it adds more freedom to your character creation. Allowing you
to easily optimise in more unique and personal builds that more strongly reflect your vision for
your character. You will progress through 3 different skill trees simultaneously, developing your
combat, roleplay and crafting abilities. In the skill tree discussed in this document, we will be
covering “combat”, as well as how to build the base of your character before they begin levelling
up in any skill tree.

Now I will take you through the step by step process in building your character.

Step 1: Ability Scores and Race


Decide with your DM and players if you will be choosing, Point Buy, Rolling for Stats, or going
with Standard Array.
Ideally Point Buy works best for this, giving you the most freedom in customisation.
DMs when letting your players pick their race, consider allowing them to choose where they put
their +2 and +1 ability bonuses, instead of what the race’s description recommends.

Step 2: Make your “Starter Pack”


This will be your starting equipment and proficiencies for your character. The general barebone
essentials if you will.
Instead of choosing a background, you will pick 4 of the options below.
Feel free to take multiple of the same thing, but you may only pick 4 options in total.
Keep in mind, you can only choose a maximum amount of certain options.
Note: If you choose to take any “Gold Pieces”, you can purchase any equipment found in the
Player’s Handbook, with the gold you have.

1 Skill Proficiency 1 Tool/Kit Proficiency 2 Instrument and/or 1 Vehicle Proficiency


(Max 2) (Max 2) game Proficiencies

1 Extra Language 2 “Kits” (Healer’s Kit, 2 Sets of Tools 50 Gold Pieces


Adventurer’s Pack
etc.)

Step 3: Build-a-Base
In this step you will build the “Base” of your Classless Class.
Firstly, you choose two Abilities of your choice and gain proficiency in saving throws with those
Abilities.
Here you have 8 Base Points (BP) to spend. The price of each ability, tool, cantrip etc. that
you choose will be listed across from them.
Note: If you purchase the “Heavy Armour Proficiency”, you also gain proficiency in every armour
type below it. Similarly, if you purchase proficiency in Martial weapons, you Also gain
proficiency in simple weapons. There is no need to double dip!
Note 2: It costs no points to become proficient in the use of daggers and one other simple
melee weapon of your choice.

Ability / Proficiency / etc. Cost (BP)

+ 1 Skill Proficiency 1

+ 1 Feat 4

Armour Proficiency
Heavy 3

Medium 2

Light 1

Weapon Proficiency

Martial 2

Simple 1

Shield Proficiency 1

+ 1 Tool Proficiency 1

+ 1 Cantrip 1

+ 2 Extra Languages 1

Proficiency in Daggers and 1 additional 0


Simple Melee Weapon

Step 4: The Skill Tree


You are now ready to dive into the skill tree below.
To start, your character’s maximum Hit Points equal 5 + their Constitution modifier. You will not
automatically gain hit points as you level up like you typically do in D&D 5e. Instead, you will
need to purchase more Hit Points on the Skill Tree, using Level Points (LP) (More on that
shortly).

A Note on Hit Dice & Purchasing Nodes


Your character has a number of Hit Dice equal to their level. The type of dice your character
uses when rolling hit dice, on a short rest or at any other time, is based on the types of nodes
they have purchased.
If you have spent more LP in Blue/Mystical Nodes (cross hatch pattern [to be added]) than any
other type of node, your Hit Dice are d6s
If you have spent more LP in Green/Technical Nodes, (diagonal pattern [to be added]) than
any other type of node, your Hit Dice are d8s
If you have spent more LP in Red/Physical Nodes,(spotted pattern [to be added]) than any
other type of node, your Hit Dice are d10s
If it is a draw, choose the higher Hit Dice.
Important note on Dual Nodes:
Yellow, Pink & Teal nodes are considered “Dual Nodes”, and a purchase in one of these nodes
count as having spent 1 LP in both nodes on either side of that branch of nodes.
For example, if I spent 1LP in a yellow node, it counts towards having spent 1LP in both the
Technical and Physical branches.
If you have only purchased Colourless Nodes, your Hit Dice are d8s
(or d12s if your DM wants to reward you for such an achievement)

Optional Rule: Hit dice not only can be spent during short rests to restore hit points, but also can
be spent to restore mana. Now that you have more uses for your hit dice, this hopefully will give
your party more incentive to take a short rest.
And now you need to decide: do you spend your hit dice on recovering your health or do you
restore your mana instead?

How Levelling Works:

- Starting at level 1 you have 5 Level Points (LP) to spend on the Skill Tree below.
- Each time you level up, you gain 5 more Level Points to spend.
- Optional Rule: You can only spend Level Points on a Long Rest.
- You can only spend Level Points once after levelling up. If you have any unspent LP,
they can only be spent again when you next level up.
- Keep track of any unspent LP, as it will carry over and can be spent the next time you
level up.
How to use the Skill Tree:

Intro
● Treat the Skill Tree as a series of doorways.
● Each circle on the skill tree is called a “Node”.
● Each line connecting Nodes is called a “Branch”.
● Each time you spend points in a Node to gain abilities from it, you “Unlock” that Node.
● You can only purchase from Nodes you have already Unlocked, or Nodes connected
(via Branches) to a Node that you have already Unlocked.
● Simply put, if you have purchased an ability from a Node, you can continue to do so, as
many times as that Node allows
● You can also purchase from nodes, connected to Nodes you have previously purchased
from.
● The cost to purchase an ability from a Node is written in the node’s description. This is
how many LP you must spend to gain that ability.
● Purchasing from a node multiple times will give you additional benefits from that ability
(see their descriptions for more information.
For example: purchasing from the “Sneak Attack” ability, will increase the sneak attack damage
you deal by 1d4 for each purchase made on this tree.

Dual Nodes: Pink, Teal & Yellow


You might notice that there are different coloured nodes found between the main 3 red, green
and blue (physical, technical and mystical) branches of the skill tree. These pink, teal and
yellow nodes are known as dual nodes, and are considered to share properties from their
neighbouring branches.
The yellow branch’s nodes are considered to be both physical and technical.
The teal branch’s nodes are considered to be both technical and mystical.
And the pink branch’s nodes are considered to be both mystical and physical.
Any LP spent in a dual node, is considered spent in both of its neighbouring branches at the
same time.
For example, when I spend 1LP in the “+1 Stance” node, which is yellow, I would take note that
1LP has been spent in a physical node and 1LP has also been spent in a technical node.

Where to Start?
To begin, the central node labelled “Colourless Ability” is always considered “Unlocked”.
You begin your journey here, and can purchase abilities from this Node whenever you are able
to spend LP.
From here, you can spend LP in any Nodes connected to this central node..
You have 5 LP to spend right from the get go. So get spending!
Happy Levelling!
Nodes: Physical, Technical & Mystical
Each of the nodes on this skill tree represent a different aspect of your character, and the
branches you decide to travel down tell the story of who your character is and what they have
decided to focus on in their lives.
Physical, red nodes, represent your character’s connection to their physical body and primal
senses. They represent your character’s health, physical well being and attunement to the raw
and grounded aspects of life as well as their raw emotions.
Technical, green nodes, represent your character’s skill and finesse. These nodes focus on
cleverness and technical prowess. Anyone specialising in this branch of nodes will learn
combat techniques, clever tricks as well as unconventional uses of magic.
Mystical, blue nodes, represent your character’s attunement to the arcane and their connection
with what lies beyond the physical. Dedication to this branch represents your focus on spellcraft
and the arcane arts. You learn to harness the weave of magic or perhaps some other eldritch or
psychic power laying dormant within you.

The Mystical Branch & Spellcasting

Mana & Spell Slots


Spellcasting does not work in the same way it typically does in Dungeons & Dragons 5th
Edition. For starters, this Classless Skill Tree System does not use spell slots in the traditional
sense and instead relies on mana to cast spells. When a spell or ability requires a spell slot,
such as the casting of a 1st Level Spell, or the use of a Divine Smite, you must convert a certain
amount of your mana into a Spell Slot. You can only create Spell Slots equal to the level of
spells you know how to cast.
For example, if you do not know any 1st level spells, then you cannot create a 1st level spell
slot.

Spellcasting
Similar to Dungeons & Dragons 5th Edition, this system relies on you using a mental ability to
cast your spells, such as intelligence, wisdom or charisma. However, unlike D&D 5e, the ability
that one uses to cast spells may change quite often. Whenever you spend LP on a mystical
node for the first time, you must decide which ability score will be used for your “spellcasting
ability”. You may choose from either intelligence, wisdom or charisma.
This “spellcasting ability” can be changed to a different mental ability of your choice, whenever
you spend LP in a mystical node any time after.

Learning Spells
Every spell you learn, after purchasing one from the “+1 spell” node, is always considered to be
prepared. There is no “preparing spells” when using this skill tree.
When you read about purchasing spells from the “Spell” node’s description, you will notice that
certain spells are unavailable to purchase unless you have the required amount of mana in your
mana pool. This means that you cannot purchase a 2nd level spell, for example, until you have
a maximum amount of mana in your mana pool equal to or more than 10.
In order to have a maximum mana pool of 10, you would have needed to purchase from the
“Mana” node 5 times, gaining 2 mana from each purchase.
When you purchase a spell higher than level 1, you do not reduce your mana in order to
do so.
However, casting a 2nd level spell would require you to spend mana.

Spending Mana
The cost to make a spell slot using mana is not a 1:1 ratio. Instead you spend the
corresponding amount of mana listed on the table below.
When you spend mana, think of it like a “mana bar” in video games. Mana is not gone forever
when spent. When you take a long rest, you regain all of your spent mana, bringing your mana
pool back up to full. Alternatively, you can also spend hit dice during a short rest, to recover any
spent mana.

Spell Level Point Cost

1st 2

2nd 3

3rd 5

4th 6

5th 7

6th 9

7th 10

8th 11

9th 13

Skill Tree Abilities:

Colourless Abilities
You can purchase from this centre node at any time and it is always considered “unlocked”,
connecting you to the Health, Mana and Stamina nodes, right from 1st level.
When you purchase from this node, you can choose from any of the abilities listed below. Keep
in mind, each of the abilities listed have a different LP cost.

Ability Score Increase


Cost: 2 LP
When you purchase this ability, you can increase one of your Ability Scores by 1.

Armour Proficiency Upgrade


Cost: 1 LP
When you purchase from this node you can gain proficiency in the next tier of armour above the
armour type you were proficient in before purchasing this node.
For example, if you were proficient in Light Armour, you are now proficient in Medium Armour. If
you were proficient in Medium Armour, you are now proficient in Heavy Armour.

Feat
Cost: 4 LP
Grants you a new feat when you purchase this node.

Language
Cost: 1 LP
When you purchase this ability, you learn 2 new common languages, or 1 exotic language of
your choice.

Weapons
Cost: 1 LP
When you purchase this ability, you choose 1 weapon tag and gain proficiency in all weapons
that have that weapon tag. If you choose the “special” weapon tag, then you can instead only
choose two weapons with this tag and gain proficiency with them.
You can alternatively choose two specific weapons when purchasing this ability, and gain
proficiency in those weapons.

Red Nodes: Physical

Adrenaline
Cost: 1 LP
Grants you 1 additional Adrenaline. A player can spend Adrenaline to gain the benefits of a
Figher’s, “Second Wind” ability. Other abilities may use Adrenaline to grant additional effects.
You regain all of your Adrenaline after a short rest.
Health
Cost: 1 LP
When you purchase this node you gain hit points equal to 5 +1 your constitution modifier.
You may only purchase from this skill tree a maximum number of times per level up, equal to
your proficiency modifier

Rage
Cost: 2 LP
Grants you one use of a rage per short rest. Additional purchases grant you additional uses.
When raging, you deal additional damage equal to the amount of unspent Adrenaline you have.
Additionally, you gain resistance to any damage types you have chosen from the “Rage Resist”
node. You regain the use of all of your rages after you take a short rest.

Rage Resist
Cost: 1 LP
When you purchase this node you can select a damage type from one of the lists below. While
raging you gain resistance to any damage types selected from purchases in this node.
Note: Some purchases grant more than one resistance

Damage Types
- Slashing, Piercing & Bludgeoning (Non-Magical)
- Acid & Poison
- Fire & Cold
- Thunder & Lightning
- Necrotic
- Psychic
- Radiant

Rage Type
Cost: 2 LP
When you purchase this node you select a Rage Type from the list below. When you decide to
rage, you can choose one of the Rage Types you have purchased from this node and gain the
benefits of that chosen Rage Type.

List of Rage Types


- Adamant Rage: You cannot be grappled, restrained, knocked prone or moved against
your will, while this rage is active. Additionally, you can dash as a bonus action. Also, if
you are petrified, stunned or paralyzed, or can spend 1 adrenaline to remove one of
these conditions.
- Avenging Rage: While this rage is active, whenever an ally within 15ft of you takes
damage, you can dash as a reaction and make a melee attack against whoever dealt
that damage. If an ally you can see falls unconscious, due to an enemy's actions, while
this rage is active, the next attack you make counts as a critical hit.
- Demonic Rage: While this rage is active, you deal additional damage equal to twice the
amount of unspent Adrenaline you have. This additional damage can either be fire,
necrotic or radiant damage, you choose. If you reduce a creature to zero hit points while
this rage is active, you can dash and make one additional attack against another
creature as a bonus action.
- Eldritch Rage: Your melee reach increases by 10ft, while this rage is active.
Additionally, all damage you deal, while this rage is active, is psychic damage.
- Reckless Rage: All attacks you make, while this rage is active, are made with
advantage. However, all attacks against you are made at advantage. If you move at
least 15ft during your turn, your AC increases by the amount of remaining Adrenaline
you have, until the start of your next turn.
- Undying Rage: While this rage is active, if your hit points are reduced to 0 they instead
are reduced to 1. When this happens, you gain 1 level of exhaustion. Any healing you
receive, while this rage is active, is increased by twice the amount of Adrenaline you
have remaining.

Regen
Cost: 2 LP
At the start of your turn, you regain 1 hit point for every purchase made in this node. If you take
acid or fire damage before your turn, or are incapacitated, you do not gain the benefits of this
ability. This effect works slower outside of combat, healing you instead every hour by 10 every
point invested in this node.
You can purchase from this node a number of times equal to your level
This ability cannot regenerate missing body parts.

Speed
Cost: 1 LP
When you spend a point in this node, you gain a movement speed from your choice of one of
the options below. If you already have a movement speed in the selected option, you instead
increase that movement speed by the mentioned amount:

Movement Speeds:
- Walking: 15ft
- Burrow: 20ft
- Swimming 20ft
- Flying: 10ft

LIMIT BREAK
Cost: 5 LP
Requires: At least 25 LP to have been spent in Physical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Limit Break ability, and when you have done so, you cannot
activate a Limit Break ability again, until you finish a long rest. Additionally, you can only
activate a Limit Break ability when you have less than half of your maximum amount of hit points
remaining.

Green Nodes: Technical

Flourish
Cost: 1 LP
When you spend a point in this node, you can choose to learn one of the Flourishes from the list
below. Typically, when you make an attack, but before you deal damage, you can choose to
add a flourish to that attack, by spending the required amount of stamina to do so. Most
flourishes cost 1 stamina, but others may require more. You can only use one flourish per
attack but are not limited to the amount of flourishes you can make per round.
Take note that some flourishes are limited to certain types of weapons such as melee or ranged
attacks. Flourishes cannot be used when casting spells.

- Trip: Costs 1 (or more) stamina point(s). Make a contested athletics or acrobatics check
with the creature you attacked; if you used a ranged attack, you must instead make a
sleight of hand check. If you succeed, that creature is knocked prone. When you make
this check you can add 1d4 to your skill check. You can add 1 additional d4 for every
additional point of stamina spent.
- Bull Rush: (Melee Only) Costs 1 (or more) stamina point(s). Move 10ft forward and
push the creature you attacked 10ft forward with you. If the pushed creature hits a hard
surface (wall, larged object etc.), they take 1d4 of bludgeoning damage per stamina
used.
- Disarm: Costs 1 (or more) stamina point(s). Make a contented sleight of hand or
strength check with the creature you attacked. If you succeed, that creature drops one
item of your choice that they are holding. When you make this check you can add 1d4 to
your skill check. You can add 1 additional d4 for every additional point of stamina spent.
- Repose: Instead of being used when you make an attack, you can instead use this
flourish as a reaction when you are attacked. You can spend a number of stamina
points to increase your AC by that amount until the start of your next turn.
- Disengage: Spend 1 stamina to take the disengage action for free.
- Dodge Roll: Spend 1 stamina to move 10ft and increase your AC by 2, until the start of
your next turn.
- Cleave: If you reduce an enemy to 0 hit points with an attack, you can spend 1 stamina
to inflict any leftover damage from the attack, to an adjacent creature.
- Sweep: (Melee Only) You can spend 1 or more stamina to have any creature(s) of your
choice, adjacent to the attacked target, take 1d4 damage per stamina spent.
- Smash: (Melee Only) Reduce the target’s AC by 1, until the end of your next turn, for
every 2 points of stamina spent.
- Chug: Costs 1 (or more) stamina point(s). After making an attack you can additionally
chug 1 potion as a free action. If it is a healing potion you gain +1d4 additional healing
per stamina spent. If it is a magical effect, the effect lasts for 1d4 extra rounds per
stamina spent.
- Meteor Shot: (Ranged Only) Spend 1 stamina before you make an attack, to fire your
attack into the air. Instead of selecting a creature to attack, you choose one 5ft space
within range. If a creature is in the area at the start of your next turn, your attack
automatically hits that creature.
- Multishot: (Ranged Only) Spend 1 or more stamina to make one additional attack per
stamina spent, each additional attack deals 1d4 damage.
- Pinning Strike: (Ranged Only) Spent 1 stamina to reduce a targets movement speed to
zero until the end of their next turn. Target can spend an action on their turn to free
themselves and move.
- Uppercut: (Melee Only) Spend 1 stamina point to knock a creature (large or smaller) 5ft
into the air. Any grapple checks made against the target are made at advantage and
they have disadvantage against dexterity saving throws.

Sneak Attack
Cost: 1 LP
When you spend a point in this node, you gain an additional 1d4 which can be added to your
sneak attacks. Sneak attacks work the same way as they do in the PHB, requiring you to either
have advantage against a creature or have an ally be adjacent to your target. You may only
make one sneak attack per turn and when you do, you deal a number of d4s of extra damage
equal to the number of times you have invested in this node.
You can only purchase from this node a number of times equal to your level.

Specialise
Cost: 2 LP
When you spend a point in this node, you can choose a skill that you are proficient in and gain
expertise in that skill; doubling your proficiency modifier when making skill checks using this
skill.

Stamina
Cost: 1 LP
When you spend a point in this node you gain +2 Stamina to add to your Stamina Pool.
Stamina can be spent to use certain abilities such as Flourishes, Grapple Moves, Exposing
Strikes or Tricks. You can only spend a number of stamina points equal to your proficiency
modifier each turn and/or per action. You regain all of your stamina after taking a short rest.

Trick
Cost: 1 LP
When you spend a point in this node, you can choose 2 tricks from the list below. A trick,
occasionally referred to as a “dance”, is typically some sort of quick manoeuvre to gain an edge
on the battlefield. You can complete a 1 trick per turn. A trick can be executed by spending
either 1 stamina or by taking a bonus action to do so.

- Dodge
Take the dodge action
- Dash
Take the Dash action
- Disengage
Take the Disengage action
- Hide
Take the Hide action
- Tumble
Costs: Your reaction and 1 stamina to reduce the falling damage you take by 10 times
your level.
- Feint
Make contested deception vs a creature's insight. If you succeed you gain advantage on
your next attack against them this turn.
- Spring
You double your jump distance until the end of your turn.
- Quick Pick
You can attempt to either pick a lock or pickpocket a creature. If you choose the latter,
you make a contested sleight of hand check vs their perception, on a success you steal
a tiny object being carried or potentially worn from that creature. (Dm’s discretion).
- Distract
You make a contested performance check vs a creature's insight, on a fail they must
select you as an attack target on their next turn.
- Interfere
A creature you choose gains disadvantage on the next ability check it makes to perform
the task you are interfering with, provided that it makes the check before the start of your
next turn. Alternatively, you can hinder a creature trying to attack another creature within
5 feet of you.
- Juggle
You can change/swap the items in your hands for items in your inventory in one
movement.
- First Aid
You make a medicine check, administer a healer's kit, antitoxin, or health potion.
- Lead
You cause a willing creature you can touch, to move with you on your turn.
- Mundane “Illusion”
You harmlessly throw a rock, kick up dust, or imitate a bird call to misdirect another
creature. You make a contested sleight of hand vs their perception. If they fail they
spend their turn moving towards a point of your choosing, within 10ft of you.
- Signal
You silently communicate a simple idea to a willing creature that can see you and can
understand at least 1 language.

Weapon Master
Cost: 1 LP
When you spend a point in this node, you can choose to gain the benefits of one of the Weapon
Master abilities from the list below. Each Weapon Master ability is associated with a particular
weapon, and while wielding that weapon, you gain the benefits of any known Weapon Master
abilities you have, associated with that weapon. If you know multiple Weapon Master abilities
that might all apply to the current weapon you are wielding, you gain the benefits of all of those
abilities.
Each ability also has a “Perfected Technique”. These are accessible when you reach level 5
and own this particular Weapon Master ability. These “perfected techniques” typically require
stamina to use which will be noted in the ability itself.

- AXE-TERMINATOR: Effects any weapons described as an axe.


When you make an attack with this weapon you can spend a bonus action to make a
backswing with the axe, treating it as an “off-hand” attack.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, against a creature, you can spend 2
stamina to have any adjacent creature of your choice, take damage equal to half of the
damage dealt. You can spend an additional 2 stamina to choose an additional creature.

- Big Swinger: Effects any weapon with the two-handed property


When you deal damage with this weapon to a target creature, you can deal additional
damage to any one creature adjacent to your target, equal to your strength modifier.
Perfected Technique (Available at 5th Level):
When you use the Big Swinger ability, you may spend 1 stamina point to choose 1
additional adjacent creature, per stamina point spent.

- Boomeranger: Effects weapons with the light and thrown properties


Whenever you throw any of these weapons, they return to your hand.
Perfected Technique (Available at 5th Level):
When you deal damage with this weapon, you can spend 1 stamina point to pull the
target 10ft towards you when your weapon returns to your hand. The next attack made
against this target has advantage.

- Bullseye: Effects any weapons described as a dart.


The roll needed to roll a critical hit with this weapon is lowered by 5.
Perfected Technique (Available at 5th Level):
If you score a critical hit against a creature with this weapon, you can spend 2 stamina
points to stun that creature until the start of your next turn.

- Clubbing: Effects any weapons described as a club


When you deal damage to a creature with this weapon, they have a disadvantage on
intelligence checks and saving throws until the end of your next turn.
Perfected Technique (Available at 5th Level):
When you use the clubbing ability, you can spend 2 stamina points to force the creature
to make an intelligence saving throw, against your attack roll or become stunned until the
start of your next turn.

- Entangler: Effects any weapons or objects that can be used to grapple or restrain
(eg. a net)
When you successfully grapple or restrain a creature with this weapon, they fall prone
and cannot make attack rolls or cast spells that require material or somatic components,
so long as they are grappled or restrained.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon to retrain or grapple a creature, you can
spend 1 or more stamina to target any adjacent creatures to the original target. You can
select 1 additional target per stamina spent.

- Goliath Feller: Effects any weapon that is considered to be a sling


Any damage you deal with this weapon to creatures larger than you is doubled.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, against a creature larger than you, you can
spend 1 stamina to force the creature to make a dexterity saving throw against your
attack roll, or fall prone.

- Gun-Fu: Effects any weapons with the reload property


You ignore the effects of the reload property with this weapon and no longer have
disadvantage on attacks with it made at close range.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make 1
additional attack with this weapon at disadvantage.

- Hammer Time: Effects anyone weaponed described as a hammer or maul


When you deal damage with this weapon to a creature wearing armour, you can reduce
that creature’s AC by 1 to a minimum of 10 + their dexterity modifier.
Perfected Technique (Available at 5th Level):
When you deal damage to a creature with this weapon, you can spend 1 stamina to
reduce their AC by 2 until the end of your next turn.

- Hiker: Effects any weapon described as a cane or staff.


While wielding this weapon you increase your movement speed by 5ft and ignore difficult
terrain.
Perfected Technique (Available at 5th Level):
The movement speed granted by this ability is increased to 15ft. Additionally, you can
spend 1 stamina to dash as a free action on your turn. You can only use this feature
once per turn.

- Improviser: Effects any item or object used as a weapon that is not typically considered
a weapon
You are considered proficient in attacks made with these “weapons”. Additionally they
deal an additional 1d4 of damage when used.
Perfected Technique (Available at 5th Level):
You can spend 1 stamina to have attacks that you make, deal twice as much damage to
constructs and objects, until the end of your turn.

- Sniper: Effects any weapons described as a bow


You add a +1 to attacks and damage rolls made with this weapon.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make 1
additional attack with this weapon at disadvantage. You also no longer have
disadvantage on attacks made with this weapon at long range.

- Living Weapon: Effects unarmed attacks


You become proficient in unarmed attacks and your unarmed attacks now deal 1d6
damage. When you make an unarmed attack as an action, you can spend your bonus
action to make two additional off-hand unarmed attacks.
Perfected Technique (Available at 5th Level):
When you use the Living Weapon ability to make additional unarmed attacks, you can
spend 1 stamina to make 2 additional offhand unarmed attacks at disadvantage.

- My Little Friend: Effects any weapon considered to be a knife or dagger.


You can spend an action to conceal this weapon, hiding it from sight. If you make an
attack with a concealed weapon, it is considered a Sneak Attack, and you deal 1
additional d6 of damage with that weapon. When you do so, the weapon is no longer
concealed. You can have a number of concealed weapons at any one time, equal to
your dexterity modifier.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make up to 2
additional attacks with any other concealed weapons you might have, but these attacks
are made at a disadvantage.

- Poker: Effects any weapons described as spears


Whenever you make an attack with this weapon, you push the attacked creature back
5ft.
Perfected Technique (Available at 5th Level):
You can spend 1 stamina point to increase the distance of your Poker ability by 10
additional feet.

- Protector: Effects anyone wielding a shield


Any allies within 5ft of you gain a +1 bonus to their AC so long as you are not grappled,
restrained, stunned or incapacitated.
Perfected Technique (Available at 5th Level):
You can spend your reaction and 1 stamina point to give any ally within 10ft of you a +5
to their AC until the start of your turn, so long as they remain within 10ft of you.

- Sweeper: Effects any weapon described as a polearm.


If you hit a creature who is beyond 5ft from you, with an attack using this weapon, you
can force them to make a contested acrobatics or athletics check against you. If they
fail, they fall prone.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina to make a
sweeping attack. This sweeping attack targets everyone within a 15ft cone. You make
an attack roll and each creature within the cone must make a dexterity saving throw
against your attack roll. On a failed save they take half as much damage from your
attack. On a successful save, they take no damage.

- Vanilla Hero: Effects any weapons described as a sword


You add a +1 to attacks and damage rolls made with this weapon.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon, you can spend 1 stamina increase the
range of your attack by 10ft for every point of stamina spent.

- Whiplash: Effects any weapons described as a whip


When you make an attack with this weapon you can additionally make a grapple check
as a free action against the target. This can also be used against small objects to pull
them towards you, or to move an additional 15ft horizontally, if you grapple a secured,
unmoving object.
Perfected Technique (Available at 5th Level):
When you make an attack with this weapon and successfully grapple a creature, you can
spend 1 stamina point to knock that creature prone.

- Yeeter: Effects any weapons with the thrown property, or any throwable items
Weapons you throw deal twice your ability modifier when calculating damage.
Perfected Technique (Available at 5th Level):
When you throw a weapon, you can spend 1 stamina to triple its range, ignoring any
penalties from long ranged attacks.

PERFECT FORM
Cost: 5 LP
Requires: At least 25 LP to have been spent in Technical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Perfect Form ability, and when you have done so, you cannot
activate a Perfect Form ability again, until you finish a long rest. Additionally, you cannot
activate a Perfect Form ability if you are missing any hit points.

Blue Nodes: Mystical

Arcane Bond
Cost: 5 LP
You dedicate yourself to a single aspect of the magical world and make it the core focus of your
arcane power. When you purchase from this node, you choose an ability from one of the
Arcane Bonds from the list below. Once you have purchased an ability from one of the lists
of Arcane Bonds below, you cannot purchase abilities from any other Arcane Bond lists,
except from the list you first purchased from.
So choose wisely!
Each ability in the lists below costs 5 LP to purchase.

Black Mage
You dedicate your heart to the pursuit of power, whatever the cost. You become the master of
syphoning of life and the art of sacrifice. All great things gained come with an equal loss.

Black Mage Abilities List:


- Life Drain: When you deal damage to a creature with an attack, you regain hit points
equal to half of your level. If an attack you make reduces a creature to 0 hit points, you
regain twice as many hit points from this ability. Constructs and undead are unaffected
by this ability.
- Blood Sacrifice: When you make a spell attack, but before you know the result, you can
sacrifice a number of hit points to increase its damage by half of the amount of hit points
you sacrificed.
- Forbidden Magic: If you choose to cast a necromancy spell, you can do so for half of
its mana cost. In exchange you lose hit points equal to that spell’s original mana cost.
Blue Mage
You dedicate your mind to the pursuit of perfection. Knowledge is power and will allow you to
mould the world to your perfect ideals. You must be careful in your pursuit and be ready to
manipulate and deceive the world, if it means guiding it to your vision.

Blue Mage Abilities List:


- Seeker of Perfection: When you roll for the damage of a spell you cast, you may reroll
each dice rolled once each if you are unhappy with their result. You must keep the new
roll you made.
- Well of Knowledge: You may add your intelligence modifier to any saving throw you
make.
- Tactician: You can use your intelligence instead of your strength or dexterity modifier for
melee or range weapons.

Green Mage
You dedicate your life to life; all living things. This world is precious and needs to be nurtured.
And the love you give to the world, is returned to you tenfold. Traditions, the ties that bind and
the ways of nature must be preserved and defended. You know that true power does not come
from one single source alone.

Green Mage Abilities List:


- Emissary of Life: Anytime you heal a creature you instead heal them for twice that
amount.
- Ties that Bind: Any allies within 10ft of you can add your spellcasting ability modifier to
their saving throws.
- The Power of Kinship: For every ally within 10ft of you, you add 1 to every saving
throw, ability check and attack roll that you make.

Red Mage
You submit your soul to emotion; let it be your guide. Freedom is the ultimate goal. Let cities
crumble with time, let fires rage, you know that true power cannot be contained, only danced
with. Listen to that impulse deep within; your instincts will guide you.

Red Mage Abilities List:


- Let Chaos Reign: Whenever you make a spell attack roll and are unhappy with the
result, you can reroll the dice but must keep the new result. Additionally, whenever you
roll damage for a spell you cast and are unhappy with the result, you can reroll all of the
damage dice again and must keep the new result.
- Unchained: You may cast the Knock spell for one mana as a bonus action. When you
do so, it makes no sound and the target of the spell is destroyed, magical or otherwise.
Additionally you cannot be grappled or restrained and can spend 1 mana as a reaction
to end one of these effects on a creature of your choosing.
Finally, you may also spend 2 mana as a reaction to end any magical effect that would
prevent a creature of your choosing from moving.
All of these abilities can be used on any targets within 60ft of you that you can see.
- Freedom: The following spells can can be cast for half as much mana and you learn 2 of
them: fly, freedom of movement, expeditious retreat, longstrider, misty step and thunder
step,

White Mage
You dedicate conscience to doing what is right. Rigorous structure and order is what is needed
to grab power by the horns and guide it on the right path; to be used for good. You will follow a
selfless path or law and light. The better the world, the greater the forces of good will be.

White Mage Abilities List:


- Life Transference: As an action you can touch a willing creature and when you do so,
you reduce your hit points by a certain amount and restore that creature’s hit points by
that same amount
- Selfless Act: If a creature within 10ft of you is targeted by a spell or made the centre of
a spell, you can spend your reaction and mana equal to the spells level to make yourself
the target of centre the spell on you instead.
- Banishing Light: Any spells you cast against undead creatures deal additional radiant
damage equal to your level. Additionally, undead creatures have disadvantage on
saving throws against spells you cast against them.

Void Mage
You give yourself up to the void. You throw it all away now understanding the pointlessness of
pursuing power. It does not exist and should not exist. You will rid the world of power. Only
then will all things be equal.

Void Mage Abilities List:


- Anti-Mage: The following spells can can be cast for half as much mana:
antimagic field, blindness/deafness, counterspell, dispel magic, faerie fire, see invisibility
and silence.
Additionally, you learn the spell counterspell if you do not already know it.
- Arcane Dilution: You have advantage on saving throws against all magical effects and
are unaffected by 1st level spells and cantrips.
- Spell Drain: If you succeed on a saving throw against a spell effect, you regain mana
equal to half of the spell’s mana cost.

Cantrip
Cost: 1 LP
You learn 2 cantrips of your choice. Simple!
Esper
Cost: 1 LP
Grants you 1 Esper ability from the list below. Espers are magical flourishes that can be
achieved by spending mana. Most are psychic based abilities and do not count as “magical in
nature” nor is the use of these abilities considered to be the casting of a spell or cantrip.

- Deflect: As a reaction you can spend 1 or more mana to reduce the damage from a
spell attack by 1d10 for each point of mana spent. If you reduce the spell’s damage to 0
in this way, you can spend 1 additional point of mana to reflect the spell back at the
caster. You make a new spell attack with this spell using your own spell attack modifier
but the original damage remains the same.
- Disarm: You spend 1 mana and a bonus action to force a creature to make a strength
saving throw against your spell DC. On a failed save, they drop one item they are
holding.
- Mystic Bazaar: You can expend 3 mana during a short or long rest to enter a trance-like
state, in which your consciousness is transported to a space known as The Bazaar.
In The Bazaar you are able to exchange money from your character's inventory for
mundane items of equivalent value.
DM Note: The Bazaar could take on any form, depending on the character or setting.
In one campaign it may look like a simple market town filled with merchants, in another it
might look like a chain convenience store from Earth.
This ability was inspired by “The Bad Idea Generator”
- Pull: You can spend a bonus action and 2 mana to force a creature within 30ft of you to
make a strength saving throw against your spell DC. On a failed save they are pulled up
to 15ft towards you.
- Push: When you make an attack against a creature you can spend 1 mana to force
them to make a strength saving throw against your spell DC. On a failed save, the
creature is pushed back 10ft.
- Slam: When you make a successful attack against a creature you can spend 3 mana to
attempt to slam them to the ground. The attacked creature must make a strength saving
throw against your spell DC or be knocked prone. If the creature is larger than you, you
must spend 1 additional mana for each size larger than you that they are, in order for this
ability to affect them. Creatures larger than you are otherwise unaffected by this ability.

Mana
Cost: 1 LP
Grants you 2 mana to add to your mana pool, additionally increasing its maximum size by 2.
You can spend mana to cast spells or alter them, as well as using them to create numerous
other magical effects and abilities granted to you by different nodes on this skill tree.
See The Mystical Branch & Spellcasting to learn more on mana, casting spells and more.
Mana Drain
Cost: 1 LP
When you deal damage with a melee spell attack or a melee attack that deals magical damage,
you gain mana equal to the amount of LP invested in this node.
You can purchase from this node a number of times equal to your level.

Spell
Cost: 1-2 LP
You learn 1 spell. However, you may only learn spells of a particular level, if you have the
required amount of mana in your mana pool, or more.
See Learning Spells for more information.
Note: some spells require more than 1LP to purchase (see their “cost” for more information)

- Level 1 Spell. Requirement: n/a Cost:1


- Level 2 Spell. Requirement: 10 mana Cost:1
- Level 3 Spell. Requirement: 15 mana Cost:1
- Level 4 Spell. Requirement: 20 mana Cost:1
- Level 5 Spell. Requirement: 25 mana Cost:1
- Level 6 Spell. Requirement: Level 10 or higher, 30 mana Cost:1
- Level 7 Spell. Requirement: Level 10 or higher, 35 mana Cost:1
- Level 8 Spell. Requirement: Level 15 or higher, 40 mana Cost:1
- Level 9 Spell. Requirement: Level 15 or higher, 50 mana Cost: 2

Spell Weave
Cost: 1 LP
Grants you 2 Spell Weaves from the list below. Works like a sorcerer’s “Metamagic” abilities,
Spell Weaves, also referred to as “the weaving of a spell”, lets one warp the nature of spells
they cast, altering their properties in different ways. To “weave” a spell, you must spend the
required amount of mana mentioned in the Spell Weave’s ability.
Spell Weaves are used as the spell is being cast but before spell attacks or saving throws are
made.
You may only alter a spell so far. When spending mana to alter a spell, using Spell Weave
abilities, you can only spend a number of mana doing so, equal to your proficiency modifier.

- Alter Element
You can spend 1 mana to alter the damage type of a spell you cast to one of the
following: Acid, cold, fire, lighting, necrotic, poison or thunder.
- Careful Craft
When you cast a spell that forces other creatures to make a saving throw, you can
protect some of those creatures from the spell's full force. To do so, you spend 1 or more
mana and choose a number of those creatures equal to the amount of mana spent + the
spell’s level. A chosen creature automatically succeeds on its saving throw against the
spell.
- Distant Weave
When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana to
double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 mana to make the
range of the spell 30 feet.
- Empowering Burst
When you roll damage for a spell, you can spend 1 mana to reroll up to 2 damage die,
per mana spent. You must use the new rolls.
- Fast Cast
When you cast a spell that has a casting time of 1 action, you can spend 3 mana to
change the casting time to 1 bonus action for this casting.
- Galvanise
When you cast a spell that forces a creature to make a saving throw to resist its effects,
you can spend 3 mana to give one target of the spell disadvantage on its first saving
throw made against the spell. You can spend 3 additional mana to give 1 additional
creature disadvantage too. You can do this a number of times equal to your proficiency
modifier.
- Homing Guide
When you cast a spell that requires you to make a spell attack roll or that forces a target
to make a Dexterity saving throw, you can spend 1 mana to ignore the effects of half-
and three-quarters cover against targets of the spell.
- Linger
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana
to double its duration, to a maximum duration of 24 hours.
- Split Spell
When you cast a spell that targets only one creature and doesn't have a range of self,
you can spend a number of mana equal to the amount of mana spent to cast the spell, to
target a second creature in range with the same spell (2 mana if the spell is a cantrip). To
be eligible, a spell must be incapable of targeting more than one creature at the spell's
current level.
For example, magic missile and scorching ray aren't eligible, but ray of frost and
chromatic orb are.
- Subtle Craft
When you cast a spell, you can spend 2 mana to cast it without any somatic or verbal
components.

Summon
Cost: 1 LP
Allows you to summon a familiar from the list below. Each purchase from this node allows you to
choose an additional creature from the list below to add to your own list of creatures that you
can summon. You may only have one active familiar at any one time. Summoning a new
familiar dismisses any previously active familiars.
When a familiar drops to 0 hit points it is dismissed and you cannot resummon that familiar
again until you take a long rest. So, if all of the familiars you know how to summon drop to 0 hit
points, you cannot summon any creatures again until you take a long rest.
To summon a familiar you must spend 1 mana and an action to do so. Additionally, if you want
that summon to have any additional buffs when summoned that you might have purchased from
the “Summon Buff” node, then you must additionally pay the respected amount of mana for
each of those buffs.
- Any 3 small or tiny CR 0 Beast creatures
- Any 2 medium or smaller CR 0 beast creatures
- Any 2 small or tiny CR ⅛ beast creatures
- Any 1 large or smaller CR ⅛ beast creature
- Any 1 medium or smaller CR ¼ beast creature
- Any 1 medium or smaller CR ⅛ or lower construct creature.
- 1 cranium rat
- 1 commoner
- 1 flumph
- 1 imp
- 1 lemure

Summon Buff
Cost: 1 LP
When you summon your familiar they gain the benefits of any of the abilities you have
purchased from this node. A familiar can only have a number of abilities active, when
summoned, equal to your proficiency modifier. When you decide to summon a familiar with one
of the buffs you have gained access to, you must also pay the amount of mana listed in the
Summon Buff’s description, alongside any other mana costs for the summon itself.
When spending mana on buffs for your familiar, you cannot spend a total number of mana
greater than your level.
- Wings: Cost: 1 Mana
Your familiar gains a flying speed equal to its movement speed.
- Elemental: Cost: 1 Mana
The damage your familiar deals is now changed to one of the following damage types:
Acid, cold, fire, lightning, poison or thunder.
- Big Mode: Cost: 3 Mana
Your familiar becomes a large creature and it deals 1 additional damage dice when
rolling for damage.
- Mana Drain: Cost: 2 Mana
When your familiar deals damage, you regain 1 mana.
- Life Drain: Cost: 3 Mana
When your familiar deals damage it heals you by 1d4 hit points.
- Extra Attack: Cost: 4 Mana
Your familiar can make 1 additional attack on it’s turn
- Thick Hide/Shell: Cost: 2 Mana
Increase your familiar’s AC by 2
- Incorporeal: Cost: 2 Mana
Your familiar gains resistance to bludgeoning, piercing, and slashing damage from
non-magical attacks
- Juiced Up:
Your familiar gains 5 additional hit points for each point of mana you spend on this buff.
- Death Burst: Cost: 1 Mana
When your familiar dies it deals 1d6 damage to every creature within 5ft of it. You can
spend additional mana to increase this damage by 1 additional d6 for each point of
mana spent. The damage dealt is bludgeoning damage unless the familiar is under the
effects of the “Elemental” buff, in which case it deals that damage type instead.
- Speedy: Cost: 1 Mana
Increase your familiar’s base movement speed by 10 ft. It can also take the dash action
as a bonus action.
- Barbed Hide: Cost: 2 Mana
Any creatures who deal melee damage to this familiar take 1 piercing damage equal to
your level.
- Unsable Summon: Cost: 2 Mana
Your familiar is under the effects of the Blink spell until it is dismissed.
- Shrunk: Cost: 1 Mana
Your familiar’s size becomes tiny and deals half as much damage but their AC and
dexterity saving throws increase by 5.

Ward
Cost: 1 LP
Grants you one use of the ward per short rest. A ward is a magical barrier you can activate to
protect yourself or another creature. You can activate your ward as a reaction. When you do
so, you choose a creature that you can see within range (which can include yourself), and
increase that creature’s AC by your ward’s bonus.
Your ward’s bonus is equal to the amount of LP spent in this node.
The range of your ward increases by 5ft for each LP spent in this node.
Wards prevent any damage dealt to a creature from the magic missile spell.
You can purchase from this node a number of times equal to your level.

MYSTIC ART
Cost: 5 LP
Requires: At least 25 LP to have been spent in Mystical nodes
When you purchase this node you can select one of the following abilities from the list below. It
requires an action to activate a Mystic Art ability, and when you have done so, you cannot
activate a Mystic Art ability again, until you finish a long rest. When you use a Mystic Art, you
automatically use up all of your remaining mana in order to do so, bringing your mana pool to 0.
The amount of mana used up this way will determine the effects of the Mystic Art used.
Mystica Arts are considered magical in nature but are not considered to be the casting of a spell
(unless specified). All Mystic Arts or spells cast by Mystic Arts, are unaffected by the effects of
counterspell.

Art of Blood
Art of Life
Art of Light
Art of Nul
Art of Perfection
Art of Shadow

To be continued…

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